The
tedium of combat in a world that you can't explore via the new
sky-hook mechanic has turned what could have been a wondrous
exploration of both narrative and world building into a boring task
of objective completing. The sky-hook works great as a melee weapon –
gloriously violent – but that is a secondary use and its main
reason for existing is never fully explored. I find myself bored every
time I reach a new area and have to fight my way through it just to
open a new door, only to be greeted with more combat – which I have
to fight my way through just to open another door...
In such a world where everything is floating high in the
sky and there are rails that connect certain sections, I wonder where
the ability to use those rails to explore and travel between areas
is. This great new mechanic has been completely underutilised in
favour of combat and action. What we could have had instead was the
challenge of finding the right rail to land on and not be swept away
from the target by the wrong rail, using the freight hooks to swing
between buildings with more of a fun free flow effect that could have
been part of a puzzle that unlocked the next area – rather than
having to constantly battle through enemies to reach the next area.
There's just no genuine fun
in this game.
There's no genuine
exploration in this game.
There's no genuine
character development because
all the characters ever do is fight their way through enemies, as
though that alone is going to develop them. I could see both Booker
and Elizabeth having greater development if they were allowed to
genuinely argue, or at
least disagree, on a path to take using either the freight hooks or rails,
having them part ways, end up in the same place and then challenging
the other to go back and try the other route. When the player completes both
routes and gets through the obstacles in their way (not
combat obstacles!), while also collecting collectables via the alternative route, there would
be genuine appreciation at the end of it, a genuine feeling of "Oh, okay, so you can do it. Maybe I have a bit more faith in you now ...oh hey, what did you find?". There's always an opportunity for some great banter in interesting situations that video games seem to completely miss.
The linearity isn't stifling,
because good narratives have linearity, but the ability to explore
and have a fun and wondrous time exploring is stifled through not
allowing sections to breath without combat, not allowing characters
to get to know one another outside of combat; and what seems most
important to me at the moment: not allowing the narrative to be
developed without the constant interruption of combat.
The tedium of combat has made
Bioshock: Infinite boring.
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